Leonardo

yatta77

Emperor
Joined
Mar 22, 2006
Messages
1,041
Hi to all,

I'm an Italian fan of the Civ games (I hope my english is not too bad). This is my first Mod Component, I never mod a game in my life, I'm not a programmer. I just wished to play CIV IV with an Artist or a Genius as a leader, so I thought about the Empire of Leonardo da Vinci.

:: About this Mod Component
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Mod Component: Leonardo Genius Edition
Last Updated: saturday, april 1st 2006
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:. Civ: Empire of Leonadro
:. Leader: Leonardo da Vinci
:. Traits: Creative and Industious
:. Unique Units: none
:. Free Tech: The Wheel, Masonry
:. Unique Tech: Geniality
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Comments and advices are appreciated: if you download the mod tell me your opinion or what's wrong and/or missing.
If someone want to edit or use my graphic somewhere else it is ok with me. If he/she can say where, better! (just curiosity :) )

Thank You.

:: 2.27 Version
File: LeonardoGE_227.zip (252kB)
  • Description
    I think this will be the final version of the Leonardo Mod Component. This version is not been tested for a full game yet, but since it loads correctly and the changes made from the 2.25 version are so marginal I guess it is ok. I just added now a required tech to build the UNW, to make it more realistic.
  • What is Changed from 2.25 version
    I added a required Tech to build the Unique National Wonders:
    - Mathematics (and 4 Libraries) is now required to build Codes and Manuscripts UNW
    - Polytheism (and 4 Obelisks) is now required to build Art Studies UNW
    - Monarchy (and 4 Granary) is now required to build The "Monnalisa" UNW
    - Machinery (and 4 Forges) is now required to build Balystic Machines UNW
    - Construction (and 4 Aqueduct) is now required to build The Ideal City UNW.
:: 2.25 Version
File: LeonardoGE_225.zip (252kB)
  • Description
    The 2.25 version has been tested for few entire games. It works well on my pc and playing seems balanced to me. It only fixed a bug.
  • What is Changed from 2.23 version
    - I fixed the two free UNW in the beginning of the game bug
:: 2.23 Version
File: none
  • Description
    Improved the balancing of the game. The Leonardo's UNW effects are simplified: they are less powerful than before but they doesn't take the place of "original" NW, they are just new buildings. Thy still useful and hard to build up, but their cost is now 250 point production for each UNW.
  • What is Changed from 2.0 version
    - fixed the diplomacy interface problem when AI plays Leonardo's Civ.
    - Added the Geniality Unique Tech to semplify the Unique National Wonders
    - Unique National Wonders less powerful and simplified
    - the Mod seems work well to me: I tested it playing using this civ and letting the AI play with it, in English, French, and Italian.
    - the translation in Frech still incoplete (some parts are in english for now).
:: Downloading this Mod Component
  • Installing
    Once unziped the .zip file, the Leonardo\ folder goes in the ..\Mod\ folder
  • Files
    - I created the .dss graphics of the flag, the leader, and the civ unique buttons from Leonardo drows. All those images goes in the directory ..\Mod\Leonardo\Assets\Art\ _without subdirectories_ (it was easier for me to change the path in the .xml files than remember where every image-file goes; just leave them all there to see them playing the game).
    - I edited the following XML files in the ..\Mod\Leonardo\Assets\XML\ directory (almost all the editing I did are at the end of them):
    Art\CIV4ArtDefines_Building.xml
    Art\CIV4ArtDefines_Civilization.xml
    Art\CIV4ArtDefines_Leaderhead.xml
    (to specify the path of the civ graphics)
    Civilizations\CIV4CivilizationInfos.xml
    Civilizations\CIV4LeaderHeadInfos.xml
    (to edit the Civ and the Leader)
    GameInfo\CIV4DiplomacyInfos.xml
    (to set the Diplomacy Dialogues of the Leader when playing as AI)
    Technologies\CIV4TechInfos.xml
    (to create the Geniality Unique Tech)
    Buildings\CIV4BuildingInfos.xml
    Buildings\CIV4BuildingClassInfos.xml
    (to create the Unique National Wonders)
    Interface\CIV4ColorVals.xml
    Interface\CIV4PlayerColorInfos.xml
    (to set some colors close to the ones on the flag as civ and text color)
    Text\CIV4GameTextInfos_Leonardo.xml
    (to update the text info)
:: Playing this Mod Component
  • Unique Unit (UU)
    I didn't give a Unique Unit (UU) to this Civ
  • Leonardo Civ Free Tech
    I gave this Civ THE_WHEEL and MASONRY (without the required tech) as free tech. Plus the Geniality Unique free tech.
  • The Geniality Unique Tech
    Since the Civ has not UU, it has a Unique Tech: the Geniality. This tech allow to build up 6 Unique National Wonders.
  • Leader Leonardo da Vinci Traits and Profile
    I gave to Leonardo: the Traits Creative and Industious; FREE_SPEECH as favorite civic; the flawors SCIENCE and CULTURE with value 7; then I mixed the top part (from the top to the TRAITS/FLAWORS section) of the code of Ghandi (increasing the tag <iWonderConstructRand>50</iWonderConstructRand> to 50) and the end part (after the TRAITS/FLAWORS section) of the code of Alexander.
  • Leonardo-s Civ Unique National Wonders:
    1. Leonardo's WorkShop
      Cost: 250 points production
      Culture point in the city: +3/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Scientist
      Allow to turn 2 citizens into: Scientist
      Extra (in all the cities): +100% GP grown rate
      Tech Required: none
      Requires these buildings: none
    2. Codes and Manuscripts
      Cost: 250 points production
      Culture point in the city: +3/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Scientist
      Allow to turn 2 citizens into: Scientist
      Extra (in all the cities): +25% Science
      Tech Required: Mathematics (in 2.27 version)
      Requires these buildings: (4) Library
    3. Art Studies
      Cost: 250 points production
      Culture point in the city: +3/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Artist
      Allow to turn 2 citizens into: Artist
      Extra (in all the cities): +25% Culture
      Tech Required: Polytheism (in 2.27 version)
      Requires these buildings: (4) Obelisk
    4. The "Monnalisa"
      Cost: 250 points production
      Culture point in the city: +10/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Artist
      Allow to turn 2 citizens into: Artist
      Extra (in all the cities): +1 Happiness
      Tech Required: Monarchy (in 2.27 version)
      Requires these buildings: (4) Granary
    5. Balystic Machines
      Cost: 250 points production
      Culture point in the city: +3/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Engineer
      Allow to turn 2 citizens into: Engineer
      Extra (in all the cities): +1 Specialist
      Tech Required: Machinery (in 2.27 version)
      Requires these buildings: (4) Forge
    6. The Ideal City
      Cost: 250 points production
      Culture point in the city: +3/turn
      Great People point in the city: +1/turn
      City more likely to generate: Great Engineer
      Allow to turn 2 citizens into: Engineer
      Extra (in all the cities): +2 Health
      Tech Required: Construction (in 2.27 version)
      Requires these buildings: (4) Aqueduct
:: The Empire of Leonardo and the balance of the game
  • This civ doesn't have UU, so it has an Unique Tech which allows to build some Unique National Wonders (UNW).
  • Every UNW costs 250 points of production, and has those effects:
    1. in the city of production:
      +3 culture/turn (+10 culture/turn for The "Monnalisa"), +1 GPpoint/turn, can turn 2 citizen into a kind of specialist.
    2. in all the cities of the empire:
      every UNW as a different effect.
  • Beeing able early to build those unique national wonder doesn't mean that it is something easy:
    - they costs many point of production.
    - some buildings are required (libraries, obelisks, granaries, forges, aqueducts...) to start working on a UNW.
    - a specific tech is required (in the 2.27 version) to start working on a UNW.
    - build them early could mean lose the opportunity to build World Wonders which other civs are building.
Comments or advices about a better balancing of the game (in the 3.0 version?) are appreciated.

:: Credits

Mod Component Leonardo for Civ IV Created by Yatta77.

A special thanks to Charcoal, Jecrell and BrentRitchie for the Mod Guides they posted.
And to Heroes and JPeriod for helping finding new concepts for the mod.
 
He can't yet, it doesn't work. But yatta, it might be (I had this problem too...) that you have redundant files, i.e.
Code:
C:\Program Files\...\Mods\Leonardo\Leonardo\Assets

It should be just one level of Leonardo. If this is wrong, sorry.
 
IVZanIV said:
He can't yet, it doesn't work. But yatta, it might be (I had this problem too...) that you have redundant files, i.e.
Code:
C:\Program Files\...\Mods\Leonardo\Leonardo\Assets

It should be just one level of Leonardo. If this is wrong, sorry.

Redundant files? What this mean? I have only one level of Leonardo/ folder which is in the mod/ folder. You mean that if there's another folder called leonardo is in the mod/leonardo/ folder this can cause problems? Sorry, I didn't really understand what you are trying to explain...

About prewiews (the other post), everithing I made about this idea is in the .zip files; I don't know what else I can add as a prewiew.

Thanks for answering.
 
Yeah, for some reason on my old computer, when I downloaded mods it created a folder named "Leonardo" (Or whatever the name was) and then put the mod into THAT making it a whole mess of nothing.
 
Its a good idea for a mod. It comes across as balanced to me because while you have the most powerful traits in the game you dont have a UU.

This is a problem however, because how are Leonardo's people going to hold back the more aggressive civs? So it seems to be balanced but it is actually an extremely weak civ with no UU to give it an advantage in combat at a certain time in the game. Or a UU specially tailored to defence.

For instance I would designate another civ as Leonardo's people, take someone like Spain, let Leonardo build a few wonders, and take his cities with conquistadors.

The same problem occurred with the Utopia civ. Oh they have many great people and a strong culture, but what stalwart soldiers are protecting their cities? Vanilla units? Oh dear...

My empire fed off the accomplishments of the utopian civs, and that is the danger here.

You could add a special catapault or crossbow unit to reflect Leonardo's technological ingenuity?
 
En Français il marche trés bien sauf le nom des villes , mais cela vient peut être de la chemise text que j'ai du mettre au mauvais endroit :confused:
 
Non, il y a seulment Vinci et Florence. Les autres villes je les ait appelee c3, c4, c5, ... puor l'istant. Je n'ait pas mon vocaboulaire, excuse moi si mon spelling n'est pas parfait, je parle francais mieux de comme je l'ecrit.

About the other posts:
thanks to all!

The link about Leonardo's war machines is really cool.
A crossbow unit with a better city defending bonus instead of the archer could be a good idea as a special unit.

I really like also the idea of the Philosophers in the Utopia mod I just discovered, I had the same idea with a "genius" UU, an unit which is a specialist Great Artist, Engeneer or Scientist with batter bonus (like more cultural point than 4000 "exploding"). I was thinking about only one kind of Great People: the Genius. Like I said in the first post I want to try to have only Great Artists, Scientists or Engeneers playing this civ, without getting Prophets and Merchants: if I can find how to do this I could change this 3 kind of GP in Genius, which would be the UU of the civ.

But I'm also afraid to unbalance the game, I tought that the leader with 3 Traits was already a good strongness for the Civ.

It hasn't to be easy, just balanced. I mean that make more culture is going to provocate the jalousy and aggressive reactions from the other civs, and there's where playing this civ has to be hard. So it is better to don't expand to much the territory, look for peace, and build close to eachother new cities inside the cultural edges (and defende them with good defenses). An advanced and cultural little empire, without temptations of expanding, trying to win building wonders and reserching tecnologies. I'm playing it at level imperator, and it's quite hard, but playable.

But I could also make a version with a war UU.

Thanks again to everybody for the advices.
 
Lord Olleus said:
but thats because the fast worker is one of the most powerfull UU (right after preatorian and cossacks)

It's still non-military, which still means you have to defend against other UUs with vanilla units.

To be honest, (with the exception of UUs which are blatantly broken, like Praetorians) I don't think UUs are *that* big a deal... They'll beat the unit type they replace, but there's still another unit type in that era that can defeat them, if not offensively, at least with city defense boni.
There's always the option of making sure you don't go to war with a civ during the (usually pretty limited) time period in which their UU is at the top of the food chain anyway.
Next time (if) you play with Utopia, take a few philosophers with you to war... They're ability to end resistance on the same turn you conquer a city is plenty useful! ;)

back on topic: I really like this idea, looking forward to trying it out when you release a final version! heh, for the UU, how about that armoured cart/ tank thing he designed? it could be an "Armoured" unit that shows up in the rennaisance! You'd be miiiiiles ahead of the competition ;)

Or, you could give them a Unique building instead of a UU... something like an Icarus Machine Port, which allows limited airlifts very early on in the game. could be quite interesting... :cool:
 
heroes182 said:
Or, you could give them a Unique building instead of a UU... something like an Icarus Machine Port, which allows limited airlifts very early on in the game. could be quite interesting... :cool:

Yes, I also tought about his drow of the elicopter made with a kind of screw on top (image) or the parachute he projected; but I'm still afraid it would unbalance too much.

I liked also the Laboratory of Leonardo as a special building ("Laboratorio di Leonardo" was my favourite wonder in Civ 2 Italian version, I don't know how it was called in the English version).

Right now I'm looking the Utopia Mod files to understand how to build new units (may I?). The Leonardo 2.0 Mod still need some time yet to be finished, as I said it's the first time I'm modding a game and make something new, which is balanced, playable and interesting with all the more "professional" mod already there it is not so simple. But I'm enjoing learning it.

Thanks once again for your opinions.
 
About the flag of Utopia-Leonardo: I can't believe you had my same idea! I promise I didn't copy and I didn't see your work before making my own flag: if it bothers you that looks the same let me know, I'll change it with another drow (but I was so proud of my idea :shake:).
 
Yes, I also tought about his drow of the elicopter made with a kind of screw on top (image) or the parachute he projected; but I'm still afraid it would unbalance too much.
I dunno, if you could get it so that Gyrocopter Ports only allow airlifts to a smallish radius of, say, 20 tiles, it might be alright. That's gonna require some Python work though (if it's even possible), so maybe not. :p

"Laboratorio di Leonardo" was my favourite wonder in Civ 2 Italian version, I don't know how it was called in the English version)
It was called Leonardo's Workshop back then, and it was awesome! :p
Might be just a tad overpowered though, you might have to playtest it for balance...

Right now I'm looking the Utopia Mod files to understand how to build new units (may I?)
Please, go right ahead!

About the flag of Utopia-Leonardo: I can't believe you had my same idea!
That's it, you'll be hearing from my lawyers now!! :mad:
hutz.gif

Hehe, Don't worry about it, I dont mind :) I mean, your leader *drew* the thing, didn't he? Ah, Vitruvius would be so proud...

I'd like to give this leader the "free speach" as favorite civic instad of "reprentation"
Easily done. Open up your XML/Civilizations/LeaderheadInfos.xml and scroll down to line 3460, where it says "<FavoriteCivic>CIVIC_REPRESENTATION</FavoriteCivic>".
Just replace REPRESENTATION for FREE_SPEECH

no prophets and merchants as Great People with this Civilization but more Artists, Scientists and Engeneers
Hmm, I've got a feeling this can't be done... or if it can, it'll also require some very clever Python-ing.
I've also got a feeling it might be slightly unbalanced; You see, part of the challenge of for the Great People farm is to try and balance the probabilities of the GP you *want* higher than the rest. Things like the National Epic (which is a must for GP farms), which increases GP points by 100%, but produce Artist points, have to countered with lots and lots of Scientists if what you want out of that city is a Great Scientist and not a Great Artist. By hardwiring a condition that stops you from ever producing "useless" (for this particular civ's play style, of course) GPs, you're giving yourself a pretty hefty advantage.

Hope that helps! :D
 
no prophets and merchants as Great People with this Civilization but more Artists, Scientists and Engeneers

I could think of a couple of relatively easy ways to do this. First, w/o any python, you could create a second Artist/Scientist/Engineer (one of them) unit and make it of the class you want to replace (do you know enough XML to do this?) then in your civ, set it as more unique units. The problem with this is that you can only replace 1 for 1. You couldn't do the random part.
I'm not sure that this way would work, I'm gonna be testing something similar this week with my mod (replacing Orc's great generals with Waaa'gh leaders :D)

The other way to do this would be pretty easy with python. Check onUnitCreated if the unit created is a prophet or merchant, then if it is, kill it and replace with a randomly selected unit of the type you want.

By the way, in my mod, there is a unit "Genius" who is based off of the character Leonardo Di Mirliango in Warhammer, who is based off of guess who? I made it so he can join the city as a scientist, artist, or engineer, and can do any of their functions, but better. You're welcome to use him if you want.
 
2.0 (Genius Edition) version of Leonardo Mod is ready to be played (or at least to be tested ;) )

And of course, comments are welcome.

Answering the posts (can someone explain how to quote more than one sentence as heroes did?):

J Period: yes you're right, easy and clean way to change prophets in engeneers with a simple UU.
About your unit I'll download your mod and check it out, maybe in the Leonardo 3.0? By the way, lerning modding was cool, but I wanna starting play now.....
Anyway, thanks for proposing :)
About your signature: yes I would prefere to know.

Heroes: you're right on both things:
- the workshop was too overpowered,
- it's unfair to kill the prophet to have the GP I need.
I think the Unique National Wonders can do the job helping generating the right GP. (look at the first post)

Yes, I did change representation in free speech (the problem was that I spelled it spe_a_ch)

Thanks for your ideas (also in previous posts), I mixed all toghether in the new version of the mod. You can download it from the first post (as soon as I upload the file)

I used a unique text file this time, so all the mod stays in a 250Kb .zip file, if you want to check it out...
 
I just realized that I uploaded the wrong .zip file (was a previous version which gives two free UNW in the first city). I updated the correct one now (version 2.25). Sorry about that....
 
Updated to 2.27. I think this will be he final version of the Leonardo Mod Component. I played the 2.25 a while, is well working and seems balanced to me. The UNW are useful but hard to build up. I just added now a required tech to the UNW, which won't change that much: for example it is more logical to me that the Machinery (beside the 4 forges) is needed to realize the balystic machines. I still have to test this last version it but it should work fine, the rest still the same than the 2.25 version.
 
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